Post by cats on May 5, 2023 19:25:11 GMT -5
C | Rejuvenate | This skill would normally seem helpful, but there currently aren't many situations where you are inflicted with a status effect. Since the companion would ideally be doing most of the fighting, you won't be getting inflicted by rats or spiders and such. If you find yourself clumsily walking into these traps often, perhaps it would be useful, but even then it has a cooldown of 180s, making it not entirely useful. This skill could be more useful not by changing the skill itself (although, I would recommend a significant cooldown decrease), but by having there be more status inflictors. Perhaps as more enemies get added this will be the case. |
B | Tenacity | This skill is ranked highly solely because it is essentially a long cooldown version of any other skill. Its effects are greatest when paired with Hunter's Gamble, Diplomacy, Mortal Would or possibly Kindly Purr. Unfortunately, there are better ways to hunt, increase reputation, and increase friendship than by using these skills, and since Tenacity's cooldown is 300s, the ratio just isn't good enough to be that useful. If I had to change this skill, I'd put its cooldown around 240s, which is still longer than any other skill, but also significantly shorter to the point where it's much more useful. |
B | Deep Cuts | This skill does a good amount of damage (6 at Lvl. 10) over a long period of time. This skill is pretty good for large groups, as it affects all nearby enemies. Its main setback is that it has far too long of a cooldown at 80s. 80s is a long time to wait to deal 6 damage to a group of enemies, but it's still a solid skill overall. It also applies the damage very slowly over time, which is not ideal - you want to kill enemies as fast as possible to prevent damage done to you. |
A | Shield | Shield prevents all enemy damage (excluding status inflictions) to your cat. It lasts for a long period of around 7 seconds, which is plenty of time to smack some enemies around or be a sandbag as your companion deals the real damage. It's also great for escaping tight situations. With the addition of a short cooldown (40s), this skill is also a near essential for combat, but since it can be done without, I ranked it as an A rather than an S. |
S | Sweet Melody | Companions are essential to faster progress in this game due to the additional perks they provide in every aspect of the game. It's important that this companion is ALWAYS kept alive, especially in mines since they do 99% of the fighting with a shocking 5 dmg per hit. At an early level, Sweet Melody only heals around 5hp, but at max level it can heal up to 10, AND it has a short cooldown. |
C | Menacing Fangs | Menacing Fangs does a max of 1 damage two 2 enemies. Thus, it heals a maximum of 2 hp (1 heart). While it does have a decently short cooldown, it would still take more than 3 minutes to recover from a single enemy hit, while also avoiding the enemy by constantly running around and using the skill. If you can avoid getting hit that long while using this skill, then you probably won't need it to begin with. This skill could be improved to an A or possibly an S if it simply hit every nearby enemy instead of being limited to 2. |
D | Return Home | I don't see many situations where this skill could be useful. It takes a very short time to run from anywhere on the map back home. Usually, prey and herbs would be collected on the way home as well, which using Return Home doesn't allow. Additionally, there are new tunnels you can build for your colony to allow quick travel, thus making this skill unnecessary. It's not worth a skill slot whatsoever. |
A | Hunter's Gamble | This skill is rated highly because it has two uses. The first is doubling the prey you succeed at catching, which is especially useful to guarantee you get double legendary prey. A companion can also occasionally double prey, so if you combine the two, you'll be certain to return with plenty of prey. The second use is to immediately kill any enemy prey you can pounce on, and with a cooldown of only 80s you can do this fairly often. This is especially useful against powerful enemies such as ghosts. |
A | Tiger's Breath | This skill is great at destroying rocks, has a short cooldown, and does a fair bit of damage to a wide range of enemies. It's great for hitting and running on enemies, as enemies will end up in a line while tracking you. The radius and damage increase with level, so it doesn't become A tier until maxed out. |
A | Summon Allies | Summon Allies is a great skill to use if you're on an easier difficulty. You can have up to 16 cats, and if you spend enough time summoning, and with the right set-up, you can clear enemies without even having to fight yourself. Pairing this skill with Sweet Melody and Rejuvenate, as well as having a companion that boosts nearby cats' attack damage, would be the most ideal. However, on harder difficulties these cats die much easier, making them far less useful. But they will still do a large chunk of damage before they die. If you wait long enough you can clear almost anything without even having to fight, since enemies cannot regenerate HP (unfortunately). |
B | Warding Scrawl | Warding Scrawl does a good bit of damage (6) and has a short cooldown of 45s. The downside is that it takes a bit to draw before activating, meaning it takes a fair amount of skill to use effectively. It also has a small radius, so it's not very good at hitting groups of enemies. You can have up to 5 down at once, so with proper preparation it can be an effective tool, but that's also very time consuming. Still, overall it's not bad. |
D | Lion's Roar | This is essentially just a terrible version of Shield. They last for roughly the same time, but the cooldown for Lion's Roar is 80s compared to Shield's 40s. Additionally, not everything can run away (ie. Tremortrove's), or the enemy may attack before they start running away anyway. It's also much harder to actually attack or run after the enemy with this skill. There's no reason for this skill to be used while Shield exists, so I rate it a D. |
B | Diplomacy | Diplomacy Lvl. 10 gives a similar amount of influence that a Lvl. 3 Lavender does. With a cooldown of 120, and combined with Tenacity, it's fairly good for claiming territory. But that's it. It's not really good for anything else - a very niche skill - which is why it's related lower. It's still good for what it does though. However, it might take less time to just spend excess cash on Lavender by the time you want to dominate the world. |
D | Spectral Dodge | This skill is slightly better than Return Home because it can be used to get to anywhere, but it's still not very helpful. All it does is teleport you a short distance forward - something that can pretty much be done just by dodging normally, but with a cooldown. If you're going someplace, it may save you a miniscule amount of time, or you may be able to teleport past enemies to get somewhere, but it's just not good at all. I would only consider it worth while if its cooldown was much shorter (like 5s at Lvl. 10). |
C | Kindly Purr | Kindly Purr increases friendship with all nearby cats by a very small amount. It can be combined with Tenacity to be more effective. That is all. Not much to say about this skill as it's also very niche. It would probably less boring and almost just as fast to just give gifts everyday - this might boost your progress by a small amount but... eh. |
S | Wild Slash | 100% the best skill for combat and the mines. It does a massive 6 dmg at Lvl. 10, has a super short cooldown, and hits in a huge radius. This makes it especially useful against prowlers, one of the worst enemies in the latter mines. It's also super simple to use - it's just like a normal charged strike. It stuns enemies that you hit, allowing you to run away after using it. If you're quick enough, it can even be used to kill prey before it runs away (if you miss your pounce). |
A | Botany | Plants are super important in this game as they satisfy hunger and heal. Botany allows you to know exactly where every plant on the current tile is, it has a long duration, and it has a short cooldown. It also allows for quick XP, as you can just go from plant to plant gathering. Although niche, it provides enough benefits to make me rank it highly. |
B | Mortal Wound | Mortal Wound has a super long cooldown of 240s. At max level, it is capable of instantly killing 2 random nearby enemies. This skill, especially when paired with Tenacity, makes quick work of any territory battles. With 4 enemies dead, it's much easier for fellow cats to finish up the battle. As of currently, that's the only case it would be great for, though. It would take Hunter's Gamble 160s to do nearly the same thing (-80s) AND provide food, which is why it's a tier below. If you have plenty of time to slowly pick off enemies, then you might consider using this. |
C | Nine Lives | Nine Lives can do a lot of different things, but none of them are useful enough to be considered good. It also has a fairly long cooldown of 90s. It just doesn't really compare to other skills, unless there are hidden functions it can do that I have yet to discover. |
C | Pinecone Toss | Pinecone Toss ends up throwing 6 pinecones that deal 2 damage each for a max of 12 damage. This makes it far worse than most other attacking skills. It does have a short cooldown, and if you get close to the enemy you can have multiple pinecones hit it for a large amount of damage. But it's far safer to stay away from the combat, thus making the skill less than ideal. |